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Razule Yrrum's page

213 posts. Alias of Dragonborn3.


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Full Name

Razule Yrrum

Race

Human(Varisian)

Classes/Levels

Alchemist (Chirurgeon) 2

Gender

Male

Size

Small, Medium at Adulthood

Alignment

Neutral Good

About Razule Yrrum

Razule Yrrum, Ex-Little Lamm
Human, Male

Hit Dice: 2d8+4
Hit Points: 15 Current: 15/15

Height: 5ft Weight: 130lbs Age: Almost 14
Hair: Brown Eyes: Green Skin: Pale
Alignment: Lawful Neutral(leaning heavily towards Good)
Deities: Sheave, the Orphan Lord(see Bestiary under Archon)

Languages: Common, Dwarven, Halfling, Varisian

Fortitude: +4 = 3 (Alchemist) + 2 (Con)
Reflex: +6 = 3 (Alchemist) + 3 (Dex) + 1 (Trait)
Will: +1 = 0 (Alchemist) + 1 (Wis) + 2 (Trait) vs Fear

Base Attack Bonus: +1
CMB: +0(+1 BAB, +0 Str, -1 Size)
CMD: 13(10 Base, +1 BAB, +0 Str, +3 Dex, -1 Size)

Armor Class: 17 =10(Base) + 3(Armor) + 3(Dex) + 1(Size)
Touch Armor Class: 14 =10(Base) + 3(Dex) + 1(Size)
Flat-Footed Armor Class: 14 =10(Base) + 3(Armor) + 1(Size)

Strength 10 (10)
Dexterity 16 (16)
Constitution 15 (13+2)
Intelligence 14 (14)
Wisdom 12 (12)
Charisma 10 (10)

Studded Leather Armor (+3 AC, +5 MD, 20lbs, 30ft)
Dagger(1d4, 19-20/x2, 10ft, 1lb, P or S) +2 melee or +5 ranged
Sling(1d4, x2, 50ft, 0lbs, B) +5 ranged

Bomb (1d6+2, 3 Splash, x2, ft., Fire) +4 ranged touch 4/day

Skills:

Appraise: +7 =2(Int) +2(Rank) +3Class)
Craft (Alchemy): +9 =2(Int)+2(Rank)+3Class)+2(Alchemy)
Heal: +6 =1(Wis) +2(Rank) +3Class)
Knowledge (Nature): +7 =2(Int)+2(Rank)+3Class)
Perception: +5 =2(Wis) +2(Rank) +3Class)
Profession (Cook): +6 =1(Wis)+2(Rank)+3Class)
Sleight of Hand: +8 =3(Dex) +2(Rank) +3Class)
Survival: +7 =1(Wis) +2(Rank) +3(Class) +1(Trait)

Feats
Lv1: Combat Expertise (-1/+1)
Human Bonus Feat: Additional Traits(Hedge Magician & Poverty-Stricken)

Traits:

Courageous (Combat): Though he has always feared Gaedren(especially when he realized he had made a mistake), Razule always took the brunt of his ire if the other “Little Lamms” were going to be punished. Razule gains a +2 trait bonus to Will saves vs fear effects.

Unhappy Childhood(Tortured, Campaign): A failed attempt to help another “Little Lamm” escape Gaedren led to Razule's torture and eventual freedom when Gaedren left him to die. Fear that Gaedren will learn he is still alive has forced Razule to be quick on his feet to avoid being noticed. He gains a +1 trait bonus to Reflex saves.

Hedge Magician (Magic): Forced to make potions for Gaedren without the proper materials, Razule had to figure out shortcuts in the brewing process to avoid beatings. This knack for cutting corners allows Razule to make magic items cheaper. He can create magic items with a 5% reduction in the price(a first level potion would cost 11 gold, 8 silver, and 7 copper for example, instead of 12 gold and 5 silver).

Poverty-Stricken(Social): Gaedren may have promised regular meals to most of his “Little Lamms”, but the amount of food they got was barely enough to keep them alive. Razule began looking for any edible food he could find to ease the hunger pains of the younger Lamms. He gains a +1 trait bonus to Survival checks.

Racial Features
+2 to one Ability Score (Constitution), Medium, Normal Speed(30ft), Bonus Feat(see above), Skilled

Favored Class: Alchemist( +2 Skill Point)

Alchemist Class Features
Alchemy, Bomb 1d6 3/day, Brew Potion, Mutagen, Throw Anything, Poison Resistance +2, Infused Curative, Lv2 Discovery(Spontaneous Healing 5/5 points)

Harrow:

Raz : Shall help when you fight Verik Vancaskerkin. You have 3 Harrow Points.

Harrow Points allow you to do the following: In this book they are always Dex based. You may use a point to :

* Re-roll any one Initiative roll,
* Re-roll any one Reflex Save,
* Re-roll any one attack roll modified by Dex,
* Re-roll any one Dex based skill check.

You can use multiple points in a row to get a good result.

You can spend a point to gain a +1 Dodge bonus to Armour Class, this can be done up to 3 times. This lasts all encounter.

You can spend a point to increase your base speed by 10 for 1 encounter, this can only be done once per encounter.

Equipment:
Dagger(2gp), Sling & Bullets(1sp), Studded Leather Armor(25gp), Alchemist Kit(25gp), Belt Pouch(1gp), Blanket(2sp), Torch(1cp), Flint and Steel(1gp), Backpack(2gp), 4 Trail Rations(1gp), Water skin(1gp), Whetstone(2cp), Artisan's Alchemy Tools(5gp), Artisan's Outfit(Free), 3 empty potion vials, Healer's Kit(10 uses, 50gp),

Gold Left: 19
Silver Left: 1
Copper Left: 9

Formulae Book:

Lv1 (Dc13): Cure Light Wounds(1d8+1), Negate Aroma, Disguise Self, Expeditious Retreat, Enlarge Person

Formulae Prepared:

Lv(Dc13): Expeditious Retreat, Cure Light Wounds(1d8+1), Enlarge Person

Agartha Pics:



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